package info.u250.c2d.box2d.model.joint;

import com.badlogic.gdx.math.Vector2;
import info.u250.c2d.box2d.model.b2JointDefModel;

/**
 * @author xjjdog
 */
public class b2MouseJointDefModel extends b2JointDefModel {
    private static final long serialVersionUID = 1L;
    /**
     * The initial world target point. This is assumed to coincide with the body anchor initially.
     */
    public final Vector2 target = new Vector2();

    /**
     * The maximum constraint force that can be exerted to move the candidate body. Usually you will express as some multiple of
     * the weight (multiplier * mass * gravity).
     */
    public float maxForce = 0;

    /**
     * The response speed.
     */
    public float frequencyHz = 5.0f;

    /**
     * The damping ratio. 0 = no damping, 1 = critical damping.
     */
    public float dampingRatio = 0.7f;
}
